HotaruPL
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Posts posted by HotaruPL
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1 hour ago, subtledoctor said:
I mean it says “a wood that is cloaked” or something so you know to put the ring on there, and the Cloakwood maps are quite railroady so it’s hard to miss it as you traverse them sequentially.
The Larswood one just says “far from the coast which could be a LOT of places to search, and when I’m clearing Larswood I’m usually focused on bandits and getting ready to assault the Camp so I wasn’t wearing the ring; and when I went back later to find the Circle I had to comb the map without the benefit of watching the fog of war get cleared. Did that to lime three maps before I found the circle. It was quite annoying.
At least, as far as I recall. I’m going from memory here. But at any rate, Hotaru, I sympathize.
Could be irritating surely. In my case though, this portal is really NOT there I checked the whole area, removed fog of war, I have the ring on. Portal should also appear on the map of the area, and it doesn't. Must be a bug
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10 minutes ago, Graion Dilach said:
I didn't found it that puzzling. The Cloakwood one is more confusing to me, because I always check out the circle where Gorion died beforehand. It's also a circle afterall.
Cloakwood was the first one I found actually. I competey forgot about this quest until I saw it
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29 minutes ago, Graion Dilach said:
It's in Larswood. Did one of your other mods break that area script as well?
Well, it isn't there so... I guess? Do you want to see my Weidu? Maybe you'll be able to recognise which component prevents it from load. Also, if you have the code for that last item from the portal I'd be grateful .
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That one quest takes longer than it should. I've been to all locations on the entire world map. I found portal by Bassilus circle, one in Cloakwood nearby Faldorn and one in Drizzt area. There is one more to find, am I blind? I searched EVERY single locations at least 4 times now.
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29 minutes ago, Lava said:
I do not know if MotSC will get any update, Zed stopped posting, he's not logging in very often these days and I am done waiting for the updates, it was way too draining for me and meanwhile I created SotSC... all of that happened before MotSC even got any update. I had many ideas and materials that I didn't want to abandon, thus I wrote my own mod for BGEE, but more focused on quests, areas and items.
And it's hard to say "how buggy" MotSC is, and how "long" it is, because it's a huge mixed bag of many components, and of content that wasn't checked with other mods that were released over the past few years. You yourself presented a fine example of what may happen. And believe me, there's more of that in there.
Look at it that way. In case Zed ever re-opens the project, I may find out these bugs and glitches and let him know. I'm basically a tester . That is why I knew that Mysteries and Eve of War are quite unfinished, experimental projects. Though I ended up not downloading Eve of War, I might someday to see what I can find.
I honestly think that Mysteries has so much more to give, it's potential seems passionate and frankly, I enjoy these random encounters, Tsuki NPC, some quests here and there. I think I prefer this than Dark Side of SC who just copies locations and adds some random fights like that long underground quest with thousand copied locations repeated with no potential.
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16 minutes ago, jastey said:
Do you mean you thought it was SotSC, because you've been told two times that it is not.
Yeah, I mean I thought it was. But it it Mysteries of SC. Nevermind though, I skipped this quest. It was short anyway
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26 minutes ago, Lava said:
No, it's probably Mysteries of the Sword Coast and I told you that it doesn't work very well with EE and other mods and it's been years since it got a proper update. I also prepared that MotSC conent, but in like... 2010 (~more or less, before EE was even a thing), then Zed programmed it in 2013. There weren't many updates since then, some minor ones I think? EE version was released, but I am pretty sure the mod needed some more love, time and effort. But the lack of updates and proper care resulted in my decision to leave the MotSC team.
SotSC adds one item in that grotto and nothing else, it does not apply any changes to Cherlestone's dialogue.
Anyway, you were warned. You installed the mod anyway and then blamed my mod for the bug without checking what may be the problem.
Is anyone still working on Mysteries anyway? Some forums I've seen a while ago said that it is under construction, some says that it is not. I mean, I actually do like this mod a lot despite how short it is.
The bug with the Charleston's key doesn't bother me that much . It was a small location anyway so I do not mind. I prefer content from Mysteries anyway.
Mysteries with all the mods I have is actually not that buggy. It seems to be the only thing it changes so far.
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51 minutes ago, jastey said:
What exactly happens so you don't get it? You need to play the archeological site to the end, then talk to Charleston one more time when Global("TalkedToCharleston","GLOBAL",2) is at "2".
Why do you say SotSC changed the dialogue?
Shades added a dialogue in which he tells us that there is some other evil(?) or something. I don't remember what he said. Then he just left without giving me they key, the dialogue mentioned something about a wall behind him. I think it's shades that adds it to the game. And he left
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8 minutes ago, Graion Dilach said:
Give the game some minutes on Fire Leaf Forest and Ordolath should appear. Hopefully. I don't know how your area script looks like.
Do you also have the code for the key that leads to the ruins in Firewine Ruins? The one that Charleston Nib gives us after we recover Kozah. Shades of SC interferes with the mod by changing Charleston's dialogue and I didn't get it.
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11 hours ago, Graion Dilach said:
No, Swieca only gets spawned, if one accepts the quest from Ordolath and both are placed to vanilla maps. NTotSC EXTEND_BOTTOMs the map scripts and the majority of the many DSotSC-BGEE script blocks are missing the Continue()s - if someone runs straight to his location, the game won't have enough time to reiterate the script enough times to reach his spawning even.
Can anything be done about it?
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20 minutes ago, jastey said:
Which area code are you in where you expect Ordolath's home to be? Which house is it?
AR0020. It is white house with blue roof right behind Ramazith tower.
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Ordolath is a mage that is suppose to be in woods south to Nashkel. He is part of Northern Tales of SC mod but it seems that he doesn't appear in EE version and his house is now occupied by a simple commoner instead of wizard of Thay. Has he been removed in EE or is it another bug
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14 minutes ago, Graion Dilach said:
Isn't he in front of the Inn?
Nope
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1 hour ago, jastey said:
Is the worldmap ptaching for that mod version fixed? Because it wasn't for a long time.
1 hour ago, Graion Dilach said:v1.02 updates the BGEE map and Jet'laya has the reveal queries in her dialog. I'm not sure what goes wrong.
EDIT: Although the travel trigger from Peldvale is missing and only the entrance gets added.
There does seem to be one more problem. If Berrun's Ghastkill's daughter speaks to us about missing baby before we kill the dragon, Jeremy (guy who we are suppose to give dragon's symbol to) does not appear in Nashkel inn. Do you have a code for him too? Thanks
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16 minutes ago, Graion Dilach said:
Which mod version? The area codes differ between the game versions.
Sorry, forgot to mention. EE (Not EE Trilogy)
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I just spoke to Jet'Laya and her new area isn't showing up. Do anyone have a code for this location so that I can teleport. Thanks
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5 hours ago, ahungry said:
I think Roxanne was the only source of the BoneHillEET variant (I don't know of the "official" status of the mod, but some/most provided by this site were "unofficial"). Their site is no longer online, but the github still exists and gets updates: https://github.com/RoxanneSHS?tab=repositories&q=&type=&language=&sort=
The official BoneHill is at http://www.shsforums.net/files/file/1076-the-secret-of-bonehill/
Forum at: http://www.shsforums.net/forum/194-secret-of-bone-hill/
Thank you
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I can't find it, but I know it exist (or existed)
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11 hours ago, jastey said:
Brage's redemption is an NPC mod.
Faren is two times on your list.
Crossmod Banter pack should go after all other Quest and NPC mods. That would include Grey the Dog. (There is no content for Grey in CBP yet but that could change someday.)
Hidden Adventures shouldn't be after Tweaks, where did you read this?
The Gorgon's Eye is a very new mod, there is little experience how well it plays with other mods.
I just noticed I repeated Faren. Sorry for that
I think I read some random forum yesterdat thgat mentioned Hidden Adv. goes after, but I'll take it it's wrong
Author of Gorgon's Eye says that it should be compatible with everything as it adds things that doesn't overlap with anything. (at least shouldn't)
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32 minutes ago, Graion Dilach said:
No, this order is wrong. You shouldn't separate BG1 and BG2 groups, MiH E&Q should come after all the other content mods to update all the monsters possible included in them, Hdden Adventures should go before NPCs, think ARP needs to come before most questmods even, Vault should be dropped because it doesn't have a properly working version and both BG1 and BG2 Unfinished Business mods have components applicable to the EEs. You don't need to biff (besides, GBiffing doesn't work with weidu 246+).
Ofcourse there could be more issues based on the components selected.
Thanks for feedback. Soo, from what you're saying I'll take it Unfinished Business is applied anyway and I don't need it. That's good to know
MIH E&Q should be somewhere at the end of the installation? Like, right before Tweaks Anthology on my list (like number 102 on this list)?
Hidden Adventures before NPC's so... could that be one of the first (if not the first) mod to install?
Almateria Restoration should also go at the very beginning somewhere I guess. Even before the Darkest Day?
Basically it says Vault is available on EET (https://github.com/Beleg33/The-Vault) so I guess it does have a working version but I dunno... might be bugs you meant??
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2 minutes ago, Endarire said:
@HotaruPL
It's quite possible to have tens of NPC or more in game at a time, but the normal party size limit applies.
I have a mirror of Dark Horizons for BGEE here.
Note that on EET, Saradas Magic 1 and 2 are mutually exclusive for technical reasons. I was saddened to learn this, but Saradas Magic 2 is the better deal.I didn't realise Saradas Magic has two different versions but thanks... nice to know. And thank you for Dark Horizons. Apart from that, do you think the order is... good enough to not make many complications?
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1 hour ago, Jarno Mikkola said:
No.
EE also contains the "Unfinished Business"'es.
You might want to kick out like 7 of these. your party is already full with one of them. Yes, the 7 was an arbituary number desided by google.
The thing is I wanted to have more NPC's for potential another playthrough in the future after the upcoming one. Do they not work well with each other?
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These are the mods that I want to download, in order that I think should be correct(?). I need someone to check though, is that ok? (for EET With Siege of Dr. DLC)
DLC Merger (Got that one)
(Apparently, some mods needs to be installed before Trilogy so here they are:)
1.Unfinished Business
2. Drizzt Saga
3. Dark Horizons (although I really struggle with finding download, is there any still available? If so, do you have a link?)
4. Saradas Magic
5. Stone of Askavar
6. Drake NPC
7. Sirene NPC
8. Verr'sza NPC
9. White NPC
(And now after EET)
1. The Darkest Day
2. Shadows Over Soubar
3. Check The Bodies
4. Dark Side of the Sword Coast (could be Tethyr Forest Patch but I don't think it's needed in EE edition)
5. Northern Tales of SC
6.The Calling
7. The Vault
8. Endless BG1
9. Mini Quests and Encounters
10. Ascalon's Questpack
11. Grey Clan
12. Lure of Sirine's Call
13. Balduran's Seatower
14. Shades of the Sword Coast (sooo excited for that one)
15. Deidre and Joluv in BGEE
16. Fields of the Dead
17. Mysteries of the SC (just a few components though, it may cause problems otherwise)
18. Eldritch Magic EE
19. NPC Project + Music Pack
20. Brage's Redemption
21. Rupert Dye Merchant
22. Coran Extended Friendship
23. Herbs and Potions (I am not sure if it has EE version)
24. Thalantyr Item Upgrade
25. Another fine hell (it says it should go before NPC mods, so... i guess it's here?)
26. Aura NPC
27. Zakrion NPC
28. Aura NPC
29. Kale NPC
30. Emily NPC
31. Indira NPC
32. Gavin BG1 NPC
33. Finch NPC
34. Isra NPC
Bristlelick NPC
35. Imoen 4ever (the version for Siege of D. only - NOT BGII)
36. UI Bubb's spell men
37. The Boareskyr Bridge Scene
38. Cowled Menace (It says in ReadMe, after NPC Mods. Seeing that it is a mod for the first game does that mean, after NPC for BG1 only or any NPC mods in general including the ones for BGII?)
39. The Gorgon's Eye
40. Made in Heaven - Encounters&Quests
41. Tales of Anegh
42. Ajoc Minimod
43. Adventures in Papperland
44. Every Mod and Dog
45. Tower of Deception
46. Dungeon Crawl
47. Eilistraee Song
48. Back to Brynnlaw
49. Sellswords
50. Tales of Deep Garden
51. Innershade
52. White Queen
53. Bridge's Block
54. I shall never forget
55. Fishing for trouble
56. Southern Edge
57. Ooze's Lounge
58. Tangled Oak
59. The Minotaur and Lilarcor
60. Slithering Menace
61. Unusual Oddities Shop
62. Wheels of Prophecy
63. Amber NPC
64. Xan NPC
65. Branwen NPC
66. AurenAseph NPC
67. Haldamir NPC
68. Gavin for BGII
69. Arath NPC
70. Dace Linton NPC
71. Glam's NPC Pack
72. Fade NPC
73. Ashar NPC
74. Faren NPC (Also not sure if EE version exists. Hopefully because he's one of my favs)
75. Khalid NPC for BGII
76. Coran NPC for BGII
77. Helga NPC
78. Iylos NPC
79. Nephele NPC
80. Ninde NPC
81. Sarevok Friendship
82. Imoen Friendship
83. Viconia Friendship
84. Korgan Friendship
85. Lucy the Wyvern
86. Kivan and Deheriana Companions
87. Herbs and Potions for BGII
88. Darron
89. Almateria Restoration Project
90. Beaurin Legacy
91. Faren NPC
92. Yasraena NPC
93. Sir Neh'Taniel NPC
94. Angelo NPC
95. Crossmod Banter Pack
96. Heroes, theives and moneylenders
97. Fading Promises
98. Test your mettle
99. G3 Anniversary Mod
100. Grey the Dog NPC
101. Portrait portraits everywhere
102. IWDification
103. Tweaks Anthology
104. Hidden Adventures (I Think it should be after Tweaks??)
105. Worldmap
106. Generalised Biffing (?) - Do EE version needs it?
I know it is quite a lot and that is what scares me a little bit. I did my best to put it in order but I have to be sure that nothing is wrong with it. Let me know please.
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For my EE mods list, I want to add Mysteries of the Sword Coast (https://motsc-bg.weebly.com/about.html) and Eve of War (which I've been told is a little risky)
So, the problem is... first of all with Mysteries that some components seems to be the same as Unfinished Business components for example. Second problem is Eve' of War and I haven't seen any compatibility info on any websites. Seems to be adding lots of cool quests etc. but I do not know which mod do not co-exist with it really. Any advice?
Kobolds have Dreamd Quest
in General Mod Discussion
Posted
I have almost finished BGI with mods. Just a couple small quests and i'll beat it with every quest done. Before I start SoD I want to finish EVERYTHING. But there are two things that I struggle with. First of all, how to push Kobolds have dreams quests (the one where kobold Zee wants to start a business from Shades of SC) and also I am wondering about two characters that doesn't really want to talk to me but look important. It's Jenna and Morik in Friendly Arm Inn, once they mentioned the need help and now keep saying that I'm not suitable and they are busy.